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View Full Version : [REL] Modified campaign layer - less traffic


dize
03-28-07, 11:35 AM
hi there

after going through the campaign layers recently, i thought id share my result with you guys. its not ment to be a big thing or something, but since a reduction in general traffic is much needed, i just uled it.

i adjusted every convoy, jap merchant, taskforce and troop transport entry.
the devs realy did some improvements with the different layers, but made some of the vanilla sh3 mistakes again.
sadly towards the end, they just had one layer covenering the timeline from 10/44 to 8/45, while they have a seperate layer from 12/41 to 2/42. :doh:

anyway, i dont claim this to be "realistic" or something. other persons with much more indepth and detail knowledge, will have a go on the layer in the comming month, im sure.

- reduced the single merchant traffic spawn probability by 50% to 75%, depending on the timeframe.

- lowered the convoy and trooptransport spawn probability by 50% to 75%, depending on the timeline.

- deleted basicly all those "bonus" double or tripple merchant contacts away. implementing these puzzled me in sh3 too. why would two unarmed merchants travel together? one of them would lose the chance of utelizing his higher speed for no gain.

-adjusted many convoy group contents. the devs didnt realy put much "love" into this. towards the later timelines, most convoys are simple clones of each other, with the same ship spawn probabilitys. they also missed out the constant increase in escort strength, plus the fact that the japanese started to use more and more minor vessels for convoy protection duty. like minelayers etc. i added several destroyer and subchaser entries.

-adjusted many troopconvoy entries. boy the japanese had a huge linerfleet. well you could come to the conclusion when taking a look at the campaign layers. i edited some of them away all together. especialy the ones traveling from japan mainland to luzon and back in the 10/44 till 8/45 layer. im not entirely sure but wasnt the philippines campaing over by early 45? whatever, there is still more than enough to shoot at.

-adjusted the target of opportunity report probability to a very low value. i always hated this mega 3000km radar, where you would have all sorts contacts popping up, regardles of where you are. i know that they serve a immersion purpose, but imho this outweights the contacts spam factor by far. you will still get some anyway, so you can readjust ur decaytime to normal, incase u have it on 0 , like me.

-nerfed taskforce contents. they where too many and had strange composition at times. the devs where putting tankers into task forces with bb's and cv's, which made them travel at a convenient 10 knots cruising speed. i adjusted content of these, and upped the traveling speed, to lower the "shooting fish in the barrel" factor.

well, thats all i can remember changing atm ;). as always backup etc, and dont be mad at me if it sets ur pc on fire or something.

http://rapidshare.com/files/23202058/mod_Campaign_vers1.rar.html

Anachronous
03-28-07, 12:14 PM
So this is a [REL]?

dize
03-28-07, 12:31 PM
ow. yes it is. dunno how to edit thread titel

Galanti
03-28-07, 12:36 PM
-nerfed taskforce contents. they where too many and had strange composition at times. the devs where putting tankers into task forces with bb's and cv's, which made them travel at a convenient 10 knots cruising speed. i adjusted content of these, and upped the traveling speed, to lower the "shooting fish in the barrel" factor.



Great work on this, I love tweaked things like campaigns and careers.

Those tankers are probably meant to be AOs (fleet replenishment ships) that would sometimes accompany task forces. Were they in all the task forces you looked at?

dize
03-28-07, 12:44 PM
-nerfed taskforce contents. they where too many and had strange composition at times. the devs where putting tankers into task forces with bb's and cv's, which made them travel at a convenient 10 knots cruising speed. i adjusted content of these, and upped the traveling speed, to lower the "shooting fish in the barrel" factor.


Great work on this, I love tweaked things like campaigns and careers.

Those tankers are probably meant to be AOs (fleet replenishment ships) that would sometimes accompany task forces. Were they in all the task forces you looked at?
ye but afaik the fleet suppliers would travel seperate, and with a safe distance to the action.
no they where in some of the task forces. i hope i found everyone of those. not sure tho.

Egan
03-28-07, 12:57 PM
Have you done any work with Airbases yet? this was really, really screwy in SH3 and needed a lot of work. It's on my list of 'things to fix.'

Good work so far, though, it sounds like a good one!

dize
03-28-07, 02:57 PM
no airbases touched.

CCIP
03-28-07, 06:31 PM
Thank you sir, downloading to look at tonight!

Fercyful
03-28-07, 06:38 PM
great idea! please this will improve the overall FPS in game? Maybe have less traffic will save some CPU... here 14 FPS at pearls start (1.1 campaign) and I donīt like that
maybe with this one... any benchmark already outthere?

thanks! :arrgh!:

Deep Six
03-28-07, 06:39 PM
It would be great to start getting some of these mods merged so they do not start to over write each other as seperate entities...

Deep six

nimitstexan
03-28-07, 08:36 PM
- deleted basicly all those "bonus" double or tripple merchant contacts away. implementing these puzzled me in sh3 too. why would two unarmed merchants travel together? one of them would lose the chance of utelizing his higher speed for no gain.


Actually, some of those groups are more or less realistic. The Japanese did sail unescorted convoys (I think it was Morton who reported attacking a medium sized unescorted convoy in 1943), and excepting when transporting large numbers of troops in invasion or reinforcement forces, the IJN convoys where generally small (often only 2-4 ships). An unescorted 2-3 ship convoy is something a sub skipper could encounter.

CCIP
03-28-07, 09:18 PM
great idea! please this will improve the overall FPS in game? Maybe have less traffic will save some CPU... here 14 FPS at pearls start (1.1 campaign) and I donīt like that
maybe with this one... any benchmark already outthere?

thanks! :arrgh!:

Sorry to dash your hopes, but the campaign makes hardly any difference to CPU load. It won't change your FPS at all, and the 14 in pearl (that's pretty good by the way - pearl is huge :p) is just because of the number of objects in your immediate vicinity.

Fercyful
03-28-07, 10:02 PM
great idea! please this will improve the overall FPS in game? Maybe have less traffic will save some CPU... here 14 FPS at pearls start (1.1 campaign) and I donīt like that
maybe with this one... any benchmark already outthere?

thanks! :arrgh!:
Sorry to dash your hopes, but the campaign makes hardly any difference to CPU load. It won't change your FPS at all, and the 14 in pearl (that's pretty good by the way - pearl is huge :p) is just because of the number of objects in your immediate vicinity.
thanks for your sincere reply CCIP ! :up: so I can be happy at 14 !! hehe and check my rock system:

Sempron 2800+ (1999 mhz LOL donīt reach 2000) (old 462)
ASUS A78VX-X
EVGA 7800GS CO (AGPx8)
1,5 Gb RAM 333 mhz
HD 2 x 80GB 133

for just try I did this: I delete pretty ALL American layers from Campaign and just left Japan and others... my FPS go up to 24 LOL!! but canīt play like that so... Iīm back at 14 now... :damn: you are right... FPS go down due objects in vecinity... I can play at 24 at pearl (without any ship close to me) but at soon I reach Japan the 14 devil number will be up there in the screen again...

with normal campaign at soon the stuff from Pearl is unloaded from memory FPS rise AT ONCE...
from 14 to 24... damn! haha

Solution: change my PC... btw Iīm waiting some stuff... I will post results later

:arrgh!:

CCIP
03-28-07, 10:04 PM
I just bought the same vid card you have, too.

I wouldn't worry about it, ports are just brutal but it's not like you mostly play in ports, right? Once you're at sea, things get pretty good.

What campaign layers did affect was loading times, but since the devs split them up into a bunch of smaller files for SHIV, it's not a big factor anymore either.

Fercyful
03-29-07, 10:14 AM
I just bought the same vid card you have, too.

I wouldn't worry about it, ports are just brutal but it's not like you mostly play in ports, right? Once you're at sea, things get pretty good.

What campaign layers did affect was loading times, but since the devs split them up into a bunch of smaller files for SHIV, it's not a big factor anymore either.

thanks for the info CCIP! 7800GS is VERY NICE card. Plays well with all the games I try... the thing is "bad" in my system is the CPU but Iīm waiting for a better one now and I hope that the new CPU + 7800 will give me some more power for ports. But you are right ports are quite never used for play :oops:

cya! :arrgh!:

CCIP
03-29-07, 05:16 PM
Oh, one thing I wanted to ask about this mod - what'd you do (if anything) to the dynamic mission files and contact report responses?

Just wondering since they're in the pack too.

Camaero
04-20-07, 01:36 AM
Any chance for a 1.2 version?:smug:

thasaint
05-01-07, 07:46 PM
would like a 1.2 version as well, was too easy making run after run on those task forces with a tanker trailing behind like i was hitting a convoy night after night. wiped a task force of 2 kongos, takao, and a mogami clean my last patrol. too easy plodding along at 10 knots.

Hartmann
05-01-07, 10:22 PM
great idea! please this will improve the overall FPS in game? Maybe have less traffic will save some CPU... here 14 FPS at pearls start (1.1 campaign) and I donīt like that
maybe with this one... any benchmark already outthere?

thanks! :arrgh!:

Sorry to dash your hopes, but the campaign makes hardly any difference to CPU load. It won't change your FPS at all, and the 14 in pearl (that's pretty good by the way - pearl is huge :p) is just because of the number of objects in your immediate vicinity.

The campaign itself donīt help in frame rates, but is not the same found a small convoy with 10 ships that found a task force with 5 battleships 12 cruisers and 15 destroyers(33) , in the last situation i have only 10 fps in the bridge view but sailing alone in the sea or in training missions i have got 17-20 fps.

In sh1 the most frequent Japanese convoys were small groups of ships
12 ships and 8 scorts for a large convoy or 3 merchants and 3 scorts for a small convoy (two sub chasers and one destroyer)

SteamWake
05-03-07, 11:35 AM
From the comments above I assume this mod is NOT compatible with version 1.2 ?

Ive been looking for a mod very much like this. There are just too many units out there.

I would love to try this but Im patched up to 1.2 and dont want to tear it up any more.

Bilge_Rat
05-03-07, 12:24 PM
I was wondering the same thing about the 1.2 version. I had tried this mod in 1.1 and found it worked well.

I see Dize has not posted since he released this mod, I dont know if he is still around.

Hawk_345
06-28-07, 11:15 AM
i would also like to know if this will be made compatible with 1.2, and of course later with 1.3 if needed.

tater
06-28-07, 11:43 AM
Shouldn't change anything as far as I know. I bet it works fine.

tater

denny927
12-20-11, 02:47 AM
mmmm apart is not available in rapid****, what file i can modify and where for having the opposite?in other words more traffic?:salute:

thanks